Hello every one, I posted this question in another thread a while back, however I have yet to receive any answers so I will try again. I made a quick head model to test the blend shapes on, seeing as how I had trouble with that tool on another model of mine. At first it seemed that work fine, however I later discovered an…
Create a time traveller and a time machine! You have 2000 triangles and a 512 x 512 colour / spec / alpha maps, in total. rules: 1. NO NORMAL MAPS! 2. entire texture area is 512 x 512 pixels. Break this up however you wish. 3. 2000 triangles are for the machine & the traveller, break this up however you wish. 4. Feel free…
Anyone know why i'm getting this problem (see picture)? Nothing is overlapping in Photoshop nor 3ds max but i still get 1-3 pixels bleed from the right black and white plane into the left plane. I'm trying to make som SCI-FI modular panels and each texture is 512*512 pixels. The atlas for the panels is 2048*2048 and it's…
Theres alot of info here http://www.tiga.org/news/tigas-successes-in-the-budget-2012 TIGA has a number of successes in Budget 2012, such as: 2.47 Enterprise Management Incentive (EMI) scheme The Government will more than double the individual grant limit from £120,000 to £250,000, to commence at the earliest opportunity…
[ QUOTE ] how do you unwrap something like that to be able to use tileable textures? [/ QUOTE ] You can simply extend uv coords outside [0..1] to get tiling. UV coordinates will always map to some point in a texture, and the mapping is done so anything that is contiguous in uvspace will texture nicely. This means that for…
i would make a 512 by 2048 strip. that way u can tile from left to right. with that said as long as it totals up to 2048 height wise yr good to go. obviously gonna be a lot of wood. so maybe a 512 at the top and below a few dif 512 by 256 variations of the same wood with dif tones and details. as far as wow style, its all…
Wow..nice work guys. I wanted to ask if u want to use low poly characters with flat textures for the facial features for an animation scene(not games) with camera upclose to the face and eyes.What texture resolution would u use so the textures don't look pixelated? I am thinking of using 512 x 512 for the head and another…
Hello again, sorry for being late! i went through some things and i feel like i moved too far from initial concept. when i started texturing i realized that i cant make glass look good so i went to artstation for more inspiration and met this chests…
I turned that on then rebake and it works like a charm. Thanks! but then again I found out that I could just one-smoothing-group whole things without worrying to separate the UV that depends on its smoothing-group but it create a lot of crazy gradient on its normal map which actually kind of good and bad. I do have 2…
So the example you showed, just takes the center and scales it up at any size up to 2k, correct? What I am -attempting- to do is for each of these brushes is to move the transform over.. Your post helped, and I might be able to apply some of it but I still have to figure out this offset :| So like small brush in corner,…